Files
realms-in-ruin-dev/Documentation/Archaeology/15-HandoffStatus.md
T
tedwardsandCursor 0d045d142f Document Batch 2–3 Phase 1 archaeology: shared player-base architecture and per-character ability inventories.
Captures Blueprint hierarchy, legacy ability/RPC paths, animation dependency seeds, and handoff state without modifying Unreal assets.

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-07-16 20:29:10 -07:00

6.7 KiB
Raw Blame History

15 — Handoff Status

Status: Draft

  • Scope: Authoritative cross-model continuation document for Phase 1.
  • Last updated: 2026-07-16
  • Current phase: Phase 1 — Static Architecture
  • Last completed pass / batch: Batch 3 (Pass 6)
  • Next authorized work: Wait for user — recommend Batch 4 (Pass 4 sessions / Pass 7 GAS / Pass 8 animation — only as authorized)

Phase completed

Item Value
Phase Phase 1 — Static Architecture (in progress)
Batch completed Batch 3 — Per-character ability archaeology
Passes completed Pass 6 (Paladin → Amazonian → Cleric → Wizard → Gunslinger)
Date completed 2026-07-16
Model identifier Cursor Grok 4.5

Repository integrity

Starting state (Batch 3)

  • Git: Dirty with expected Batch 2 Archaeology Markdown only (not unexpected):
    • Modified: 03, 06, 08, 09, 11, 13, 14, 15
    • Untracked: 05-LegacyAbilityArchitecture.md
  • Baseline commit: ff5640a0 Establish UE 5.8 known-good baseline with Batch 1 archaeology docs.
  • Editor: IsPIERunning=false; level /Game/_Main/Levels/Testing/Test01; selected actor BP_Enemy_Skeleton_C_1.

Ending state (Batch 3 close)

  • Modified/created files: Markdown only under Documentation/Archaeology/ (listed below).
  • Unexpected untracked file reported (not reverted): Documentation/Archaeology/01-Phase-1-Plan.md — present at close; not created by Pass 6 doc writes; contents not inspected this closeout.
  • No source, config, plugin, map, or Unreal asset writes.
  • PIE not started; level and selection not changed intentionally.
  • Ending Git check: only Archaeology Markdown dirty (confirm at close).

Areas fully inspected (Batch 3 tools)

  • Player_Paladin: Ability 001004 Begin/End/UseAbility/Charge/ChargeBox connected paths
  • Player_Amazonian: Ability 001 + UseAbility001 + ReceiveAnyDamage; 002004 absence
  • Player_Cleric: Ability 001004 + ConcentrateHandle/EndConcentrate + UseAbility002/004
  • Player_Wizard: EventGraph walk; alternate UseAbility/input/spell search; unwired assets
  • Player_Gunslinger: IsDataOnly confirmation; Parent-only EventGraph; inherited stubs

Areas partially inspected

  • FCanUseMana function body (call sites only)
  • Client_Charge / ChargeTimeline numeric curve details
  • PlayerHitCheck graphs (existence known; full absorb logic → later)
  • Montage notify tracks (seeded in doc 10 → Pass 8)

Areas not yet inspected

  • Frontend/session flows (Batch 4 Pass 4)
  • GE/cue systemwide inventory (Batch 4 Pass 7)
  • Animation deep dive / AnimNotify → UseAbility (Batch 4 Pass 8)
  • Enemy BP AI deep dive (Batch 4 Pass 9)
  • Full UI trees / pickups (Batch 4)
  • Cross-character migration matrix doc 07 (Pass 11)

Blueprints inspected

Asset Depth
BP_PlayerCharacterBase Correlation only (Batch 2 deep dive stands)
Player_Paladin Pass 6 full ability path reconstruction
Player_Amazonian Pass 6 full ability path reconstruction
Player_Cleric Pass 6 full ability path reconstruction
Player_Wizard Pass 6 ability + alternate path search
Player_Gunslinger Pass 6 data-only / inherited stub confirmation

Referenced when required for ability identity: montage paths, MagicSpell_01_Cue, BP_PlayerProjectile (unwired), GE_* DefaultAttributes (orphans), NS_Wizard_Ability001 (unwired).

C++ classes inspected

None new this batch (Batch 1 inventory stands).

Assets / configs inspected

Unreal content via MCP read-only only. No config file writes.

Files created

File Status
Documentation/Archaeology/10-AnimationDependencies.md Draft

Files updated

File Status
Documentation/Archaeology/05-LegacyAbilityArchitecture.md Draft (major Pass 6 rewrite)
Documentation/Archaeology/06-PartialGASArchitecture.md Draft
Documentation/Archaeology/08-CharacterSystems.md Draft
Documentation/Archaeology/13-Unknowns-And-RuntimeQuestions.md Draft
Documentation/Archaeology/14-EvidenceIndex.md Draft
Documentation/Archaeology/15-HandoffStatus.md Draft

03-ClassHierarchy.md not modified (no Batch 2 structural correction required).
00-MCP-Capability-Calibration.md not modified.
07-AbilityMigrationMatrix.md not created (Pass 11).

Toolsets used

EditorAppToolset (IsPIERunning, GetSelectedActors); SceneTools (get_current_level); AssetTools (class/tags/deps/refs); BlueprintTools (graphs/events/functions/variables/find_nodes/get_node_infos/get_connected_subgraph/read_graph_dsl); ObjectTools (get_properties).

Tool limitations / failed queries

  • CustomEvent Reliable/Unreliable flags: Unknown — MCP property visibility limitation
  • find_nodes(title="Comment") returned [] — comment-box regions Unknown
  • SemanticSearch unavailable
  • Some CallMcpTool invocations initially failed when server/toolName wrapper omitted; retried successfully
  • Blocked read-only continuity queries (if any): recorded as tool limitation, not mutation

Contradictory evidence

  1. Dual HUD: native ASC Overlay vs DEPRECATED float UpdatePlayerHUD — both active statically.
  2. DefaultAttributes: GE assets exist (incl. character orphans); BP_PlayerState=None; C++ never applies.
  3. Enemy ASC ownership vs GetASC PlayerState path — unchanged from Batch 1.
  4. Cleric Ability 004: FCanUseMana executed but Branch uses literal true — structural defect.

Unresolved naming ambiguities

  • Amazon vs Amazonian GE folder naming (Pass 7)
  • WBP_PlayerHUD naming — resolved class-wise; name still misleading

Requires Manual Editor Inspection

  • CustomEvent Reliable/Unreliable flags
  • DEPRECATED comment-box visual boundaries
  • Montage notify tracks → UseAbility*

Requires Runtime Inspection / PIE

  • Dual HUD behavior
  • Default attribute spawn values
  • Enemy GetASC impact
  • Cleric Ability 004 / Wizard BeginPlay Parent skip
  • Ability networking feel / reliability

Suggested next bounded task

Authorize Batch 4 only (choose one or more Passes explicitly):

  1. Pass 7 — GAS GE/cue/tag inventory
  2. Pass 8 — Animation / AnimNotify → UseAbility wiring
  3. Pass 4 — Frontend / session flows
  4. Pass 9 — Enemy BP AI

Do not begin Pass 11 migration matrix or PIE until authorized.

Exact starting files for next model:

  • Read: 00, 05, 06, 08, 10, 13, 14, 15
  • For Pass 7: start GE assets under /Game/_Main/ + ASC defaults
  • For Pass 8: start montages listed in 10-AnimationDependencies.md

Confirmation

  • No Unreal assets modified
  • No source/config/map/plugin modified
  • No editor state intentionally modified (PIE not started; level/selection unchanged)
  • No work beyond Pass 6 performed
  • Waiting for explicit authorization before Batch 4